summaryrefslogtreecommitdiff
path: root/basegfx/inc/basegfx/matrix/b3dhommatrix.hxx
blob: bc35fcde321ef36eebae59483b6dcc1bba1b29fb (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
/*************************************************************************
 *
 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
 *
 * Copyright 2000, 2010 Oracle and/or its affiliates.
 *
 * OpenOffice.org - a multi-platform office productivity suite
 *
 * This file is part of OpenOffice.org.
 *
 * OpenOffice.org is free software: you can redistribute it and/or modify
 * it under the terms of the GNU Lesser General Public License version 3
 * only, as published by the Free Software Foundation.
 *
 * OpenOffice.org is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU Lesser General Public License version 3 for more details
 * (a copy is included in the LICENSE file that accompanied this code).
 *
 * You should have received a copy of the GNU Lesser General Public License
 * version 3 along with OpenOffice.org.  If not, see
 * <http://www.openoffice.org/license.html>
 * for a copy of the LGPLv3 License.
 *
 ************************************************************************/

#ifndef _BGFX_MATRIX_B3DHOMMATRIX_HXX
#define _BGFX_MATRIX_B3DHOMMATRIX_HXX

#include <sal/types.h>
#include <basegfx/point/b3dpoint.hxx>
#include <basegfx/vector/b3dvector.hxx>
#include <o3tl/cow_wrapper.hxx>

namespace basegfx
{
    class B3DTuple;
    class Impl3DHomMatrix;

    class B3DHomMatrix
    {
    public:
        typedef o3tl::cow_wrapper< Impl3DHomMatrix > ImplType;

    private:
        ImplType                                     mpImpl;

    public:
        B3DHomMatrix();
        B3DHomMatrix(const B3DHomMatrix& rMat);
        ~B3DHomMatrix();

        /// unshare this matrix with all internally shared instances
        void makeUnique();

        double get(sal_uInt16 nRow, sal_uInt16 nColumn) const;
        void set(sal_uInt16 nRow, sal_uInt16 nColumn, double fValue);

        // test if last line is default to see if last line needs to be
        // involved in calculations
        bool isLastLineDefault() const;

        bool isIdentity() const;
        /// Reset to the identity matrix
        void identity();

        bool isInvertible() const;
        /// Invert the matrix (if possible)
        bool invert();

        bool isNormalized() const;
        /// Normalize (i.e. force w=1) the matrix
        void normalize();

        /// Calc the matrix determinant
        double determinant() const;

        /// Calc the matrix trace
        double trace() const;

        /// Transpose the matrix
        void transpose();

        /// Rotation
        void rotate(double fAngleX,double fAngleY,double fAngleZ);

        /// Translation
        void translate(double fX, double fY, double fZ);

        /// Scaling
        void scale(double fX, double fY, double fZ);

        // Shearing-Matrices
        void shearXY(double fSx, double fSy);
        void shearYZ(double fSy, double fSz);
        void shearXZ(double fSx, double fSz);

        // Projection matrices, used for converting between eye and
        // clip coordinates
        void frustum(double fLeft = -1.0, double fRight = 1.0,
            double fBottom = -1.0, double fTop = 1.0,
            double fNear = 0.001, double fFar = 1.0);

        void ortho(double fLeft = -1.0, double fRight = 1.0,
            double fBottom = -1.0, double fTop = 1.0,
            double fNear = 0.0, double fFar = 1.0);

        // build orientation matrix
        void orientation(
            B3DPoint aVRP = B3DPoint(0.0,0.0,1.0),
            B3DVector aVPN = B3DVector(0.0,0.0,1.0),
            B3DVector aVUV = B3DVector(0.0,1.0,0.0));

        // addition, subtraction
        B3DHomMatrix& operator+=(const B3DHomMatrix& rMat);
        B3DHomMatrix& operator-=(const B3DHomMatrix& rMat);

        // comparison
        bool operator==(const B3DHomMatrix& rMat) const;
        bool operator!=(const B3DHomMatrix& rMat) const;

        // multiplication, division by constant value
        B3DHomMatrix& operator*=(double fValue);
        B3DHomMatrix& operator/=(double fValue);

        // matrix multiplication (from the left)
        B3DHomMatrix& operator*=(const B3DHomMatrix& rMat);

        // assignment operator
        B3DHomMatrix& operator=(const B3DHomMatrix& rMat);

        // decomposition
        bool decompose(B3DTuple& rScale, B3DTuple& rTranslate, B3DTuple& rRotate, B3DTuple& rShear) const;
    };

    // addition, subtraction
    inline B3DHomMatrix operator+(const B3DHomMatrix& rMatA, const B3DHomMatrix& rMatB)
    {
        B3DHomMatrix aSum(rMatA);
        aSum += rMatB;
        return aSum;
    }

    inline B3DHomMatrix operator-(const B3DHomMatrix& rMatA, const B3DHomMatrix& rMatB)
    {
        B3DHomMatrix aDiv(rMatA);
        aDiv -= rMatB;
        return aDiv;
    }

    // multiplication, division by constant value
    inline B3DHomMatrix operator*(const B3DHomMatrix& rMat, double fValue)
    {
        B3DHomMatrix aNew(rMat);
        aNew *= fValue;
        return aNew;
    }

    inline B3DHomMatrix operator/(const B3DHomMatrix& rMat, double fValue)
    {
        B3DHomMatrix aNew(rMat);
        aNew *= 1.0 / fValue;
        return aNew;
    }

    inline B3DHomMatrix operator*(const B3DHomMatrix& rMatA, const B3DHomMatrix& rMatB)
    {
        B3DHomMatrix aMul(rMatB);
        aMul *= rMatA;
        return aMul;
    }
} // end of namespace basegfx

#endif /* _BGFX_MATRIX_B3DHOMMATRIX_HXX */